// 只有是自己回合开始的时候才会发送 public void psstRetRefreshBattlePrivilegeUserCmd(stRetRefreshBattlePrivilegeUserCmd msg) { // 停止倒计时定时器 m_sceneDZData.m_roundMgr.stopTimer(); // 显示各种提示和动画 if(Ctx.m_instance.m_dataPlayer.m_dzData.bSelfSide()) { if (m_sceneDZData.m_roundMgr.bStartRound) // 只有当回合开始后,如果到自己出牌,才开启倒计时,这个消息一进入对战就发送过来了,但是这个时候是初始卡牌阶段 { // 显示自己回合 m_sceneDZData.m_cardNpcMgr.m_selfRoundTip.playEffect(); m_sceneDZData.m_cardNpcMgr.m_roundBtn.myTurn(); // 开始定时器 m_sceneDZData.m_roundMgr.startDZTimer(); } } else { m_sceneDZData.m_cardNpcMgr.m_roundBtn.enemyTurn(); m_sceneDZData.m_sceneDZAreaArr[(int)EnDZPlayer.ePlayerSelf].updateInCardOutState(false); m_sceneDZData.m_sceneDZAreaArr[(int)EnDZPlayer.ePlayerSelf].updateCanLaunchAttState(false); m_sceneDZData.m_cardNpcMgr.m_roundBtn.updateEffect(false); m_sceneDZData.m_gameOpState.cancelAttackOp(); //m_sceneDZData.m_dragDropData.backCard2Orig(); } m_sceneDZData.m_sceneDZAreaArr[(int)EnDZPlayer.ePlayerSelf].outSceneCardList.updateStateEffect(); m_sceneDZData.m_sceneDZAreaArr[(int)EnDZPlayer.ePlayerEnemy].outSceneCardList.updateStateEffect(); }
// 返回当前谁出牌 protected void psstRetRefreshBattlePrivilegeUserCmd(ByteBuffer bu) { // 增加当前出牌次数 ++Ctx.m_instance.m_dataPlayer.m_dzData.curPlayCardCount; stRetRefreshBattlePrivilegeUserCmd cmd = new stRetRefreshBattlePrivilegeUserCmd(); cmd.derialize(bu); Ctx.m_instance.m_dataPlayer.m_dzData.m_priv = cmd.priv; UISceneDZ uiDZ = Ctx.m_instance.m_uiSceneMgr.getSceneUI<UISceneDZ>(UISceneFormID.eUISceneDZ); if (uiDZ != null && uiDZ.isVisible()) { uiDZ.psstRetRefreshBattlePrivilegeUserCmd(cmd); } }